#version 110

uniform sampler2D DiffuseSampler;
uniform sampler2D GreenSampler;
uniform vec2 InSize;
uniform float Power;

varying vec2 texCoord;
varying vec2 oneTexel;

void main()
{
    vec4 colour = vec4(0.0,0.0,0.0,0.0);
    for (int i = -5; i < 5; i++) {
        for(int j = -5; j < 5; j++){
            vec2 target = texCoord + vec2(float(3*i),float(3*j))/InSize;
            colour = colour + texture2D(GreenSampler, target);
        }
    }
    if(colour.r < 0.8 && colour.g < 0.8 && colour.b < 0.8)discard;
    colour = colour / vec4(100.0,100.0,100.0,0.5);
    gl_FragColor = colour;
}